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Marn Prestoc
Minmatar The Black Mamba's
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Posted - 2008.05.15 02:06:00 -
[1]
Originally by: Diomidis
Assuming: a) its a armour tanker (not a rokh/maelstrom) b) you don't shoot when its in shields or armour. c) tracking is not an issue. d) range is not an issue.
There's a lot more than just raw damage numbers and resistances that produces the damage output. So no its not "way more effective", its "way more effective" assuming the 4 points above which is a big assumption.
There's just less than 50% chance that the 3 slot armour tank ship is in armour when you shoot it. 60% if you spend the 45m on rigs.
How about checking damage against Maelstrom/Rokh shield tanks ? -
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Marn Prestoc
Minmatar The Black Mamba's
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Posted - 2008.05.15 11:34:00 -
[2]
Originally by: Diomidis
Your doing it yet again , allow me to repeat myself:
Originally by: Marn Prestoc Assuming: a) its a armour tanker (not a rokh/maelstrom) b) you don't shoot when its in shields or armour. c) tracking is not an issue. d) range is not an issue.
How about checking damage against Maelstrom/Rokh shield tanks ?
Your also now saying "alpha is effective if you use 20+ of the same ship ignoring the lower range, worse tracking, worse lock time, and that there could be rokhs/maelstroms that are shield tanked." which is not being objective, that is looking solely at one point and ignoring all the others that affect it.
Go back in history, the whole reason arty has the worst tracking by far is because of alpha striking smaller ships, but since then we've had stacking penalty so not getting the huge alpha numbers, we've had 2 hp boosts that means it takes more ships/shots to kill things and got nothing back which leaves very few perks (basically no cap use) to use them over other races. They were deservedly limited against smaller ships but the nerfs after that were not called for, I can't remember any "nerf alpha strike of arty" whines. -
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Marn Prestoc
Minmatar The Black Mamba's
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Posted - 2008.05.15 13:27:00 -
[3]
Edited by: Marn Prestoc on 15/05/2008 13:31:51 I'm not saying volley damage isn't a perk, i'm just saying its unrealistic the amount of work that goes into using it.
Less ships than that number or any bad shot/misses will mean you need even more ships to ensure the 1 volley per shot = kill. But then you have the point where the other weapons can one shot with more realistic chance (better range and tracking) so you have to be between these two point in ship numbers.
The benifit is just not worth the effort, its like the optimal of the Rokh and the "everyone will just user rokhs and sit 200km+ away where no one else can hit". The effort for the benifit just isn't worth it. The idea that 25+ ships can warp in, everyone target ASAP while aligning then 1 shot a BS and warp out is quite far fetched, why not just use a mixed fleet (that could warp in further away) and do the same except wait 5 seconds more for a second volley that will combined give more damage than the single shot from arty (for sure everyone will be aligned by then and up to speed).
If we're also talking about 1 shotting BS why not just use a Abaddon gang, since cap issues won't come into it and if the 1st shot fails the 2nd shot comes much sooner, you'll also have a lot more defense.
If CCP don't want alpha to be significant hence the lack of boost during HP increases then they should of removed the penalties applied to arty when alpha was there major strength. Of course just increasing range/tracking will make them more like Hybrids which is why I would prefer just increasing volley damage (not dps) but not to fully counter the HP increases, purely because I don't think the idea with all the HP increases was to decrease the benifit of volley damage.
I also favour increasing falloff on Tremor rather than optimal because currently the drop in damage when in falloff range is significant compared to the 180-250km optimals other weapons can get with only a slightly lower falloff. This is rather than increasing falloff on the guns which might be ok but I don't have time to check the theory numbers behind what that would do when people use quake/emp/pp.
Increasing clip size will also reduce the downsides of arty, not a major change but less reloading = good.
If CCP want longer fights then why have a volley damage weapon thats best in a short time period? -
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Marn Prestoc
Minmatar The Black Mamba's
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Posted - 2008.05.15 23:18:00 -
[4]
Originally by: Byzan Zwyth I see you ignored a stat from the comparison all together
activation cost...
/disregard
Quoting the typical rubbish reply.
LMAO igoring stats from the comparison, pot meet kettle. Your arguement is no cap = worst in every catagory? Thank god you arn't working for CCP. -
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